Have you played a game on the Earth Map with accurate start locations as Rome?
I don't play the Earth maps. I don't believe they translate well at all to the Civilization series. Consider that the vast vast majority of the Earth's surface is water, and the Civilization series has never provided an adequate naval warfare model.
A 1-tile wide Italian peninsula is probably being generous, and the expectation for a playable Europe is ridiculous. Realistically, few European nations would register as larger than one tile, let alone large enough for a one-tile radius around the city, and only the largest European nations at the height of their expansion would constitute anything larger.
For me, the greater disconnect is in the size of cities in comparison to the overall landmass. I'm already throwing that sense of realism out the window when I play any Civilzation title; why shouldn't I be equally willing to ignore the disproportionality between units and landmass as well?
The tactical overlay becomes a question of playability; it's cumbersome in the vast majority of cases, and auto-resolve is traditionaly inadequate. I strongly dislike accepting a penalty as a result of ceding tactical control to the AI because I don't like the extra time it takes to setup and resolve each battle.
I think CiV's system is actually a great improvement over the MoO system, though MoO perhaps benefitted more from tactical overlay because of the greater sense of freedom of movement associated with space combat. CiV's tactical combat is directly accessible; there are no delays associated with transferring to and from the tactical overlay. Additionally, it avoids the issue of accepting penalties as a time saver.
Does the CiV tactical AI need improvement? Absolutely. Will it ever be truly competitive with a human? I seriously hope not; if it is, then we're probably in the age of self-aware machines and should begin worrying about Skynet taking over. Can it be sufficient that, given the traditional production and research bonuses AIs receive, the AI can successfuly wage war against a human? I believe so. And that's really the only target at the moment.
It's not like CIV had such a great strategic AI. The AI was only ever challenging through brute force, enabled by AI specific bonuses. I don't understand why we expect a higher level of design for CiV, but it seems many people do.
And, I return to my other point; 1UPT seems so awful because we're left to dwell on it as a result of CiV's many many other failings.
Modding it away, though, still leaves plenty of other issues that need to be addressed which were -- apparently -- created to make 1UPT "work."
I don't necessarily agree that every poor design decision was made specifically to facilitate 1UPT. CiV reeks of poor leadership/vision, and many (most) of those poor decisions could as easily have been implemented even if the concept of 1UPT had never been entertained.
It's really easy for us to sit here and armchair speculate why some decisions were made; do roads have a maintenance cost because it helps restrict unit flow and minimizes the human player's advantages inherent in 1UPT, or is it true that they only have a maintenance cost because (some) developers were sick of infinite road spam?
Given some of the design decisions that are totally unrelated to 1UPT, such as diplomacy, the tech tree, city states or even social policies, I'm willing to fully believe roads have a maintenance cost only because infinite roads "look ugly."
No - because the folks critiquing Sulla don't want the Civ 5 combat model altered at all.
I'm sure there are some changes that I would be comfortable with, but a wholesale jump to tactical overlay is definitely not one of them.
I would rather the rest of the game be improved (dramtically), so that combat in general is no longer the majority (engaging) content.
The challenge, of course, would be writing a good auto-resolve function to make sure it all worked, and I'm not pretending that would be easy.
If you achieved this, you may as well have written a tactical AI which better handles small scale combat in the current strategic overlay. The only downside is you won't see those massively epic battles of hundreds or thousands of "units," but A) we're already fighting with such numbers from a demographic sense, we just don't view it as such, and B) it's a bit of a pipe dream and probably better suited to a game wholly devoted to tactical combat (*cough*panzergeneral*cough*), but I'm sure you're already aware of that.